But if I want to link a Program Object (at which this Vertex Shader Object is attached to) my program crashes fully.
-) When I define a uniform sampler and use glGetActiveUniformsARB, this function doesn’t return me a vaild name, a vaild size and a valid uniform type of that sampler uniform. But GL_OBJECT_ACTIVE_UNIFORMS tells me that these uniforms should be there.
-) There are no texture lockup functions in a vertex shader. But GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB returns me a number of 16.
Anyone have these problems too and is able to help me?
You can’t just run a Vertex shader without a Fragment shader. (you need to implement both shaders right now)
It is possible to run a Vertex Shader without a Fragment Shader. In ATI driver it is possible and the standart OpenGL Machine is responsible to do the fragment processing.
Vertex Shader texture mapping isn’t implemented yet, use fragment shaders for that
hm But why does GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB returns me 16???